Stellaris

Stellaris

Warhammer 40k Mechanics (Outdated)
18 Comments
zghlwigi 16 Dec, 2019 @ 12:34pm 
well, dead zone of steam it seems xD
kiorobbo 15 Dec, 2019 @ 1:38pm 
it happens to me to zghtwigi
zghlwigi 26 Oct, 2019 @ 5:49am 
How im suppose to start this game? O have downloaded this mod and 35 k. I have both turned on. When im launching game i can start only like in 35 k so with whole map taken by empire.
Dark Razor 15 Sep, 2019 @ 6:21am 
dead
chrizeren 6 Apr, 2019 @ 11:43am 
will this mod get updated to the latest version of the game? it doesnt seem to work at the moment
TurtleShroom 26 Feb, 2019 @ 4:22pm 
@Lazar

Make sure that the only Mods you are using are this Mod and the original WK40K Mod, of which this Mod is a dependency. You must have BOTH enabled and installed in order to use this Mod.
Fraer  [author] 25 Feb, 2019 @ 1:35pm 
@Lazar Districts are the most annoying problem for an every custom planet type. As for habitability, maybe it's a modifier bug, will check it out a bit later
Lazar 25 Feb, 2019 @ 1:07pm 
i cannot build aggriculture districts on terra. So my pops are very hungry. Also i doesnt find any colonizable planets. How can i change it?
TurtleShroom 20 Feb, 2019 @ 9:44am 
Okay. If you edit your Mod's Steam Console entry, you can click on a feature that allows you to list other Mods that this Mod requires. In your Owner Controls, look for "ADD/REMOVE REQUIRED ITEMS" and select it. Find the original WH40K Mod and select it. It will now display it as a dependancy in your "REQUIRED ITEMS" side bar.
Fraer  [author] 20 Feb, 2019 @ 6:04am 
@TurtleShroom What do you actually mean by "marking it as a dependancy" ?
RobinW00T 19 Feb, 2019 @ 10:23pm 
Fantastic! Always wanted to play a WH ork race in the vanilla game! Looking forward to future updates. Good luck with your mod!
TurtleShroom 19 Feb, 2019 @ 1:59pm 
Make sure you list the original WH40K Mod as a dependency. Your Mod is ambitious enough that you should simply download the original WH40K Mod and overwrite the files as you go. To do that, you must mark the original Mod as a dependency.
russub19 16 Feb, 2019 @ 8:24pm 
This gets me harder then Terminator Armor
TurtleShroom 15 Feb, 2019 @ 8:43am 
I am STOKED.
Fraer  [author] 15 Feb, 2019 @ 8:17am 
@TurtleShroom I surely am)
TurtleShroom 14 Feb, 2019 @ 9:35am 
Really? IT'S ABOUT TIME! I created a custom nation called the "Turt Refuge" that was Egalitarian/Xenophile/Militarist with Warior Society/Free Haven Civics and was going to be the one that protects the innocent from the Purge and forces of Chaos.

I suggest that you make the WH40K Total Conversion a Dependancy and rewrite the files as you go to make the Mod better and more friendly for custom nations. You could also add generic Events, new Anamolies, etc., that all nations could give.

The original author of the WH40K Mod blew the oppurtunity when he locked people to set nations with set Events.
Fraer  [author] 13 Feb, 2019 @ 10:49pm 
@TurtleShroom working on it broh)
TurtleShroom 13 Feb, 2019 @ 2:07pm 
I'm still waiting for someone to fix the WH4K Mod so that it allows custom empires. I want to play as turtles, for goodness' sakes!